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Re: I Fixed It!

Posted: Sun Feb 01, 2009 8:09 pm
by KillerSkaarj
Should I just turn every additive brush into a semisolid? And I found out the source of the BSP. The beginning of the second level has you going into a cave via a flowing river. The cave eventually splits into a Y shape. I have a single zone sheet going through both of them. That's probably why there's a BSP hole.

Re: I Fixed It!

Posted: Sun Feb 01, 2009 9:03 pm
by [§Ŕ] ŤhěxĐâŕkśîđěŕ
Maybe split one zone into more small zones and duplicate its ZoneInfo. :)

Re: I Fixed It!

Posted: Sun Feb 01, 2009 10:31 pm
by Hellkeeper
Should I just turn every additive brush into a semisolid? And I found out the source of the BSP. The beginning of the second level has you going into a cave via a flowing river. The cave eventually splits into a Y shape. I have a single zone sheet going through both of them. That's probably why there's a BSP hole.
You mean each branch should be a complete zone and you use onlyone portal to separate the two branches and the main part of the river (By cutting through the two armes of the Y) ?
If that's what you did, Yes, it wil always create a BSP Hole. Dunno why though.

Re: I Fixed It!

Posted: Sun Feb 01, 2009 10:35 pm
by GreatEmerald
Yes, you should turn all additive brushes into semi-solids, unless they are non-solid or you walk on that brush for a long time during the game.

Re: I Fixed It!

Posted: Sun Feb 01, 2009 11:22 pm
by [§Ŕ] ŤhěxĐâŕkśîđěŕ
I picture Solids as architecture (floor(s), wall(s), ceiling(s), arch(es), some stairs, period) and Semisolids as static meshes. :)

Re: I Fixed It!

Posted: Mon Feb 02, 2009 1:06 pm
by GreatEmerald
No no no no! If you use stairs as solids, you'll get 100 BSP cuts on your map!!! NEVER use stairs as solids, as they have tons of polygons! Basically the more complex the brush, the more it requires to be semisolid. Also, ceilings and walls, and especially arches should be semisolid too, as you don't walk on them (unless someone creates a wall walk mod, which doesn't seem to be possible to make).
And actually you're pretty much right by comparing them to Static Meshes, but you're wrong in the way that you think they're only decorations. No. Both Semisolids and Static Meshes can alone create, for example, buildings, canyons, even walkways. Basically all the levels are created with SS in UE1 and SM in UE2, with solid brushes used only, I repeat, only for base places where you walk a lot. Why? Because SS sometimes (very rarely though) can allow players to fall through the brush; and SM netcode isn't very good, so when you're on them you usually lag more than when you're on Terrain, Solids or Blocking Volumes.

Re: I Fixed It!

Posted: Mon Feb 02, 2009 2:27 pm
by Hellkeeper
No no no no! If you use stairs as solids, you'll get 100 BSP cuts on your map!!! NEVER use stairs as solids, as they have tons of polygons!
RMB ont the stairs => polygon => merge reduces greatly the negative effect of the stairs by merging all the side-faces in one big face :)

Re: I Fixed It!

Posted: Mon Feb 02, 2009 5:43 pm
by [§Ŕ] ŤhěxĐâŕkśîđěŕ
No no no no! If you use stairs as solids, you'll get 100 BSP cuts on your map!!! NEVER use stairs as solids, as they have tons of polygons!
RMB ont the stairs => polygon => merge reduces greatly the negative effect of the stairs by merging all the side-faces in one big face :)
I thought that that option merges coplanars. Seems not always working for me. >:(

Re: I Fixed It!

Posted: Mon Feb 02, 2009 10:06 pm
by [§Ŕ] ŤhěxĐâŕkśîđěŕ
WTH I found out that Substracting in Semisolids is no can do.

Re: I Fixed It!

Posted: Mon Feb 02, 2009 10:38 pm
by Hellkeeper
WTH I found out that Substracting in Semisolids is no can do.
Yes, that's kind of basic knowledge.

Re: I Fixed It!

Posted: Mon Feb 02, 2009 11:32 pm
by [§Ŕ] ŤhěxĐâŕkśîđěŕ
I'm learning. :)

Re: I Fixed It!

Posted: Mon Feb 02, 2009 11:33 pm
by [§Ŕ] ŤhěxĐâŕkśîđěŕ
(unless someone creates a wall walk mod, which doesn't seem to be possible to make)
SpiderLegs? :P

Re: I Fixed It!

Posted: Tue Feb 03, 2009 2:35 pm
by Age
Admin set playerpawn physics phys_spider
Or gravity direction?

Re: I Fixed It!

Posted: Tue Feb 03, 2009 3:17 pm
by GreatEmerald
Nope, nothing works, because there you *still* don't actually walk on walls, you can't drop through.
And gravity is static in Unreal, you can't change it.

Re: I Fixed It!

Posted: Tue Feb 03, 2009 3:51 pm
by [§Ŕ] ŤhěxĐâŕkśîđěŕ
ZoneGravity?

Re: I Fixed It!

Posted: Tue Feb 03, 2009 4:16 pm
by Bane
Changing zonegravity doesn't really work. If you're on the floor and Walking, then gravity has no effect on you. You can change gravity to any arbitrary vector, but you can only walk on the real floor.

I'd say that changing gravity to z=950 (same force, straight up instead of down) would let you walk on the floor and then shoot you straight up as soon as you jumped/fell/dodged (and you'd bounce around on the ceiling, unable to walk)... but I just tried it in SP and it locked unreal up. No crash or anything logged, a complete freeze. I have no idea why, since a friend of mine in coop used to love messing with the gravity to cause everyone to shoot up and then straight down, killing us all from the slam.

In any event, it doesn't work. Unreal's PHYS_Spider isn't properly implemented and PHYS_Walking only lets you treat the floor as the floor.

Re: I Fixed It!

Posted: Tue Feb 03, 2009 8:52 pm
by []KAOS[]Casey
phys_spider in 227 only works on walls, and bane I didn't crash when I set gravity, must've been an anomaly or possibly a bad bsp cut in whatever map you used?

grav slamming was pretty fun stuff back in the day..

Re: I Fixed It!

Posted: Tue Feb 03, 2009 10:05 pm
by [§Ŕ] ŤhěxĐâŕkśîđěŕ
Rotating whole world? :P Nah, that would need a rebuild.

Re: I Fixed It!

Posted: Tue Feb 03, 2009 10:24 pm
by Bane
phys_spider in 227 only works on walls, and bane I didn't crash when I set gravity, must've been an anomaly or possibly a bad bsp cut in whatever map you used?

grav slamming was pretty fun stuff back in the day..
The map was dig, so I doubt that. Just tried it in 227 and it worked exactly as I thought. No idea why it keeps freezing in 224v. I even just tried it while already in the air and it still immediately locked up.

Re: I Fixed It!

Posted: Tue Feb 03, 2009 10:41 pm
by [§Ŕ] ŤhěxĐâŕkśîđěŕ
I want to try that. How do you set it? :D

Re: I Fixed It!

Posted: Tue Feb 03, 2009 11:48 pm
by []KAOS[]Casey
set zoneinfo zonegravity (x=0,y=0,z=950) {or just (z=950) but it will give an importtext error}
or set playerpawn physics phys_spider

not sure which you were talking about though

Re: I Fixed It!

Posted: Wed Feb 04, 2009 12:04 am
by [§Ŕ] ŤhěxĐâŕkśîđěŕ
I was talking about both of them, thank you very much. :)

EDIT: OMG HAX! BTW, PHYS_Spider is not done. Confirmed from me too.

EDIT^2: New level concept: PlayerPawn has a spacecraft mesh, ZoneGravity's Z is -5. Bingo! :D

EDIT^3: NOTE: Bots freeze while in mid-air.

Re: I Fixed It!

Posted: Thu Feb 05, 2009 9:59 pm
by []KAOS[]Casey
I dont know of any unreal engine game where phys_spider is 100% complete, it certainly works in 227 but it's still bugged a little.

need a custom playerpawn for flight, its not too difficult however. Since unreal lacks a physics engine it has to be approximated, and that can get ugly, and is likely why we don't have many flying pawns.. unless you want to create things like Descent's ships.

Bots freeze because they can't navigate to their movetarget/destination, their code stops untill they reach it then it continues.

Re: I Fixed It!

Posted: Thu Feb 05, 2009 11:39 pm
by [§Ŕ] ŤhěxĐâŕkśîđěŕ
Bots freeze because they can't navigate to their movetarget/destination, their code stops untill they reach it then it continues.
Same in some games (don't know about Unreal though) when sliding down a slope.

Re: I Fixed It!

Posted: Fri Feb 06, 2009 2:20 am
by []KAOS[]Casey
yeah bots can get stuck in slopes like that with bad pathing